More major updates to tools, added map area volume, made gold manager network managed per player.

This commit is contained in:
Matt F 2026-05-01 15:18:44 -07:00
parent b44eeaeeff
commit 56dc775c68
18 changed files with 632 additions and 283 deletions

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@ -1,147 +0,0 @@
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// GoldManager — canonical server-authoritative template for this project.
///
/// Every gameplay system (towers, enemies, waves, damage) should follow
/// the same three-beat pattern demonstrated here:
/// 1. State lives in NetworkVariables, which only the server can write.
/// 2. Clients REQUEST changes via [Rpc(SendTo.Server, ...)] methods.
/// They never change state directly.
/// 3. The server VALIDATES the request before applying it.
/// Never trust the client.
///
/// Cosmetic-only reactions (sounds, VFX, UI popups) can use
/// [Rpc(SendTo.ClientsAndHost)] or [Rpc(SendTo.NotServer)] to broadcast.
/// </summary>
public class GoldManager : NetworkBehaviour
{
// --- Tunables (editable in Inspector) -----------------------------
[Tooltip("How much gold every player starts with when the game begins.")]
[SerializeField] private int startingGold = 100;
// --- Networked state ----------------------------------------------
// A NetworkVariable<T> automatically syncs from server to clients.
// readPerm = Everyone: all clients can read the current value.
// writePerm = Server: only the server can change it.
private readonly NetworkVariable<int> currentGold = new NetworkVariable<int>(
value: 0,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
// Public read-only accessor for other scripts (UI, tower placement).
public int CurrentGold => currentGold.Value;
// --- Lifecycle ----------------------------------------------------
/// <summary>
/// OnNetworkSpawn runs on every peer (server + all clients) when this
/// NetworkBehaviour becomes active on the network. Replaces Start()
/// for networked setup.
/// </summary>
public override void OnNetworkSpawn()
{
Debug.Log($"[GoldManager] OnNetworkSpawn ran. IsServer={IsServer}, IsClient={IsClient}, IsHost={IsHost}");
currentGold.OnValueChanged += HandleGoldChanged;
Debug.Log($"[GoldManager] Subscribed to OnValueChanged. Current value before init: {currentGold.Value}");
if (IsServer)
{
currentGold.Value = startingGold;
Debug.Log($"[GoldManager] Server initialized gold. Current value after set: {currentGold.Value}");
}
}
public override void OnNetworkDespawn()
{
// Always unsubscribe to avoid callback leaks.
currentGold.OnValueChanged -= HandleGoldChanged;
}
private void HandleGoldChanged(int previous, int current)
{
// Fires on every peer whenever the value syncs. Use Log here so
// you can see syncing in the Console during development.
Debug.Log($"[GoldManager] Gold changed: {previous} -> {current}");
}
// --- Public API (called by client-side code) ----------------------
/// <summary>
/// Client-side entry point for spending gold. Called by gameplay code
/// like TowerPlacement when the local player clicks "build tower."
///
/// The actual spending happens on the server via the Rpc.
/// </summary>
public void RequestSpendGold(int amount)
{
SpendGoldRpc(amount);
}
/// <summary>
/// Server-side entry point for awarding gold (wave clear, enemy kill).
/// Not Rpc-wrapped — this is called directly by server game logic in
/// response to server-authoritative events.
/// </summary>
public void AwardGold(int amount)
{
if (!IsServer)
{
Debug.LogError("[GoldManager] AwardGold called on a client! " +
"Only server code should call this directly.");
return;
}
if (amount <= 0) return;
currentGold.Value += amount;
}
// --- Server-side RPC ----------------------------------------------
// [Rpc(SendTo.Server, ...)] means: a client calls this locally, but
// NGO routes the call and executes the method on the server.
//
// RequireOwnership = false lets any client call it (correct for a
// shared GoldManager). For per-player NetworkObjects you'd usually
// leave the default ownership requirement in place.
//
// Naming convention: methods with [Rpc] attributes must end with "Rpc".
// The source generator relies on this suffix.
[Rpc(SendTo.Server, RequireOwnership = false)]
private void SpendGoldRpc(int amount, RpcParams rpcParams = default)
{
// This method body runs on the server only.
// Validate everything — do not trust the client.
// Validation 1: reject non-positive amounts. A negative amount
// would let a malicious client GAIN gold if we just subtracted.
if (amount <= 0)
{
Debug.LogWarning($"[GoldManager] Rejected spend of {amount} " +
$"from client {rpcParams.Receive.SenderClientId}: " +
$"amount must be positive.");
return;
}
// Validation 2: can't spend more than current balance.
if (currentGold.Value < amount)
{
Debug.LogWarning($"[GoldManager] Rejected spend of {amount} " +
$"from client {rpcParams.Receive.SenderClientId}: " +
$"insufficient funds (have {currentGold.Value}).");
return;
}
// Server applies the change. NetworkVariable syncs to clients
// automatically at the next network tick.
currentGold.Value -= amount;
}
}
}

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fileFormatVersion: 2
guid: d44ebdd0b2fc4144c8f8a181a714b738

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@ -264,6 +264,23 @@ namespace TD.Gameplay
return x >= 0 && x < level.GridSize.x && y >= 0 && y < level.GridSize.y;
}
/// <summary>
/// True if <paramref name="tile"/> is part of the playable map area (inside any
/// MapAreaVolume at bake time). Returns false for out-of-bounds tiles and for in-bounds
/// "void" tiles outside the map area. This is the outermost gate — gameplay queries
/// (IsWalkable, GetPlacement, GetOwner) are only meaningful where IsInMap is true.
///
/// Use this for: builder movement clamp, camera pan clamp, minimap rendering bounds.
/// </summary>
public bool IsInMap(Vector2Int tile)
{
if (!TryFlatIndex(tile, out int idx)) return false;
// Defensive: existing maps that haven't been re-baked since MapAreaGrid was added
// will have a null array. Treat that as "not in map" so callers don't false-positive.
if (level.MapAreaGrid == null || level.MapAreaGrid.Length == 0) return false;
return level.MapAreaGrid[idx];
}
/// <summary>
/// True if <paramref name="tile"/> is currently walkable. Returns
/// false for out-of-bounds tiles. Reflects the runtime walkability
@ -451,4 +468,4 @@ namespace TD.Gameplay
}
}
}
}
}

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using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// Per-player gold pool. One instance is spawned per connected client (via
/// <see cref="NetworkManager.PlayerPrefab"/>) and owned by that client.
///
/// Replaces the earlier singleton-style GoldManager. Same server-authoritative
/// pattern (NetworkVariable + server-validated Rpc), but every player has their
/// own pool instead of sharing one.
///
/// Three-beat pattern (unchanged from the original template):
/// 1. State lives in NetworkVariables (server-only writes).
/// 2. The owning client REQUESTS spends via a server-targeted Rpc.
/// 3. The server VALIDATES before applying.
/// </summary>
/// <remarks>
/// Lookup ergonomics: each instance registers itself in a static dictionary
/// keyed by OwnerClientId during OnNetworkSpawn and removes itself during
/// OnNetworkDespawn. Server code that needs to award gold to a specific
/// player can call <see cref="GetForClient(ulong)"/>.
///
/// This component is expected to live on the Player Prefab assigned to
/// NetworkManager. NGO handles spawn-on-connect and ownership assignment
/// automatically.
/// </remarks>
public class PlayerGoldManager : NetworkBehaviour
{
// --- Static registry ---------------------------------------------
// Keyed by OwnerClientId. Populated on every peer when an instance
// spawns; the same client can be looked up on the server (for awards)
// and on clients (for UI). Kept private — access goes through GetForClient.
private static readonly Dictionary<ulong, PlayerGoldManager> s_byClientId
= new Dictionary<ulong, PlayerGoldManager>();
/// <summary>
/// Returns the PlayerGoldManager owned by the given client, or null if
/// none is currently spawned. Safe to call on server or client.
/// </summary>
public static PlayerGoldManager GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var manager);
return manager;
}
/// <summary>
/// Convenience: the local client's own gold manager. Returns null on a
/// dedicated server or before the local player has spawned.
/// </summary>
public static PlayerGoldManager Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// --- Tunables ----------------------------------------------------
[Tooltip("How much gold this player starts with when the match begins.")]
[SerializeField] private int startingGold = 100;
// --- Networked state ---------------------------------------------
// readPerm = Everyone so any client can read any other player's gold
// (needed for scoreboard / opponent UI). writePerm = Server keeps
// authority where it belongs.
private readonly NetworkVariable<int> currentGold = new NetworkVariable<int>(
value: 0,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
public int CurrentGold => currentGold.Value;
// --- Lifecycle ---------------------------------------------------
public override void OnNetworkSpawn()
{
Debug.Log($"[PlayerGoldManager] OnNetworkSpawn. OwnerClientId={OwnerClientId}, " +
$"IsOwner={IsOwner}, IsServer={IsServer}");
currentGold.OnValueChanged += HandleGoldChanged;
s_byClientId[OwnerClientId] = this;
if (IsServer)
{
currentGold.Value = startingGold;
}
}
public override void OnNetworkDespawn()
{
currentGold.OnValueChanged -= HandleGoldChanged;
// Only remove if the entry still points to this instance — guards
// against the (unlikely) case where a new instance for the same
// client has already overwritten the slot.
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
{
s_byClientId.Remove(OwnerClientId);
}
}
private void HandleGoldChanged(int previous, int current)
{
Debug.Log($"[PlayerGoldManager] Client {OwnerClientId} gold: {previous} -> {current}");
}
// --- Public API --------------------------------------------------
/// <summary>
/// Owning-client entry point for spending gold. Sends a server Rpc;
/// the server validates and applies. Calling this on a non-owning
/// client will be rejected by the Rpc's Owner permission.
/// </summary>
public void RequestSpendGold(int amount)
{
SpendGoldRpc(amount);
}
/// <summary>
/// Server-side entry point for awarding gold (wave clear, enemy kill).
/// Direct call — not Rpc-wrapped — because awards always originate
/// from server-authoritative game events.
/// </summary>
public void AwardGold(int amount)
{
if (!IsServer)
{
Debug.LogError("[PlayerGoldManager] AwardGold called on a client. " +
"Only server code should call this directly.");
return;
}
if (amount <= 0) return;
currentGold.Value += amount;
}
// --- Server-side Rpc ---------------------------------------------
// InvokePermission = Owner: only the client that owns this NetworkObject
// can invoke the Rpc. NGO will reject calls from anyone else, so a
// malicious client can't spend another player's gold.
//
// This replaces the old "RequireOwnership = false" + the implicit
// shared-pool semantics. The deprecation warning is gone.
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
private void SpendGoldRpc(int amount, RpcParams rpcParams = default)
{
// Validation 1: positive amount.
if (amount <= 0)
{
Debug.LogWarning($"[PlayerGoldManager] Rejected spend of {amount} " +
$"from client {rpcParams.Receive.SenderClientId}: " +
$"amount must be positive.");
return;
}
// Validation 2: sufficient funds.
if (currentGold.Value < amount)
{
Debug.LogWarning($"[PlayerGoldManager] Rejected spend of {amount} " +
$"from client {rpcParams.Receive.SenderClientId}: " +
$"insufficient funds (have {currentGold.Value}).");
return;
}
currentGold.Value -= amount;
}
}
}

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